Trinity is White Wolf's science fiction roleplaying
game... Well, yes, you could describe Trinity that
way. Just like you could say that Dragonlance is TSR's
game about dragons. Trinity puts a distinct White Wolf
spin on the future. This is science-fiction roleplaying with
issues -- freedom, humanity, conspiracy, life on the edge.

Trinity, like the World of Darkness games,
is based on White Wolf's Storyteller game system. Characters are built
using points or dots allocated to abilities, attributes, and special
powers -- points put into these areas determine how many dice
(ten-sided are used in this system) you can roll when attempting
actions of various kinds. I like the Storyteller system. It's fast,
it's flexible, it's relatively simple, and it's character driven. The
psionic powers that are a character's major special ability are a little
limited by the system, but a good Storyteller should be able to work
around that. New players will find this an easy game system to pick up.

But as usual with White Wolf, the star of the game isn't the
system -- it's the setting.

The year is 2120. Earth has risen to incredible cultural and technological
heights. And fallen hard. Pretty standard SF fare. But in
Trinity the apocalypse that brought Earth crashing to
its knees was a catastrophic war against a handful of superpowered
mutants, the Aberrants -- now returning to Earth after 60 years' exile
in deep space. Leading Earth's recovery is a formerly secret society,
dedicated to the advancement of humanity and known as the Aeon
Trinity. And accompanying the recovery of Earth is the emergence in
humanity of fantastic psionic powers. These three things are the keys
that set Trinity off from other science fiction game settings.

The player characters in Trinity are psions, humans
whose psionic latency has been awakened. This isn't like playing a
wizard or a warrior -- a character may be psionic, but he is also
whatever he was before his powers were activated. He is also whatever
he has become after. Psions generally belong to one of a number of
orders depending on the nature of their psionic powers (telekinetics,
for example, belong to the Legions; telepaths belong to the
Ministry). They may or may not work directly for their order. They
may belong to the Aeon Trinity -- or not. In terms of politics and
allegiances, Trinity is a tangle of conspiracies and
secret goals. In fact, although Trinity can be played
with a variety of story flavours, the story that emerges most often
in the gamebooks is conspiracy. Characters seem to fall into it. If
you want to play some other kind of story, you're going to have to
work at it.

The political and cultural setting of the Trinity world
is somewhat typical near-future science fiction. Europe and North
America have lost their supremacy -- North America is a fascist
police state and Europe is a ruin (a space station fell on it five
years in the game-past). Africa, South America, and Asia (specifically
China and Australia) are the world superpowers now. Humanity has
colonized Earth orbit and the Moon, and even spread to a few worlds
beyond the solar system. Trinity isn't a game about
interstellar travel though, nor is it cyberpunk. The OpNet (Earth's
communications backbone) was shorted out during the Aberrant War, so
communications are spotty and 'net access is more like today's
sit-in-front-of-a-screen than cyberpunk's
submerge-yourself-in-the-machine. Interstellar travel was only
made possible by the use of psionic teleportation -- and since
the psi order of teleporters disappeared about the same time that
space station crashed into Europe, research into new means of
faster-than-light travel are just beginning to bear fruit. The
existence of the psi orders, the Aeon Trinity, and the massive
threat of the Aberrants also creates levels of extranational
organization that span the globe. The Trinity game
designers have a done a great job of taking what might have been
a stereotype setting and building really interesting extrapolations
out of it. In fact, while the longest part of the basic game book
may be the rules section at the back, the setting section takes the
longest to read. There is an incredible amount of information there.

And believe it or not, the information presented in the basic
game book barely scratches the surface of the Trinity
world. If you're going to play Trinity, you'll want to
invest in the accessories. They are worth it and will enhance your
enjoyment of the game. Of particular note are the sourcebooks, each
covering one of the psi orders and the geographic territory it
associated with -- a double dose of setting information in each
book. There are only a few source books available now: one, Luna Rising, covers
psi order ISRA (the clairsentients), the Moon, and near space,
while a second, America Offline, covers psi order Orgotek (the
electrokinetics) and the Federated States of America (North
America). Both books have a similar format: glossy colour pages
present setting information on the psi order and the setting in
the guise of report to Aeon Trinity operatives, while regular
pages at the back present game stats and more objective
information. The good thing about these books is that each psi
order and each major region gets a fairly in-depth treatment. The
bad thing is that it's going to take a long time to complete the
set (and you know that your favourite region or psi order is probably
going to be the last to get published).

Still, they will be worth waiting for, especially if they can live
up to the quality of Luna Rising. This is a brilliantly
evocative sourcebook, with all kinds of story hooks waiting for
the clever Storyteller and lots of inspiration for players. The
clairsentient order is well-described, as is the clairsentient
point of view (when you can see all and know all, life is just a
little different). Unfortunately, America Offline is somewhat
disappointing. All of the same kind of information is there, along
with a rather intensive discussion of the politics of the FSA --
although maybe a bit too much time is devoted to politics. For
example, arcologies are a major feature of the Trinity
North American landscape and yet there is no discussion of what life
is like inside one of these behemoth city-structures. Cities and
states are linked with past disasters but without details in what
feels like name-dropping. More attention to that sort of detail would
have made the sourcebook a real winner. (And on a personal note, why
do American game designers always envision a future where the US
invades/absorbs Canada but leaves Quebec a separate nation? At
least Trinity has a terrorist Canadian resistance.)

Trinity is not a game to pick up if you're looking for
a quick game on a Saturday afternoon. It is, however, a game to pick
up if you're looking for something intellectually engaging with a
rich setting and a lot of storytelling possibility. It's not light
and it's going to take a little time to get into -- but it will be worth it.

Don Bassingthwaite is the author of Such Pain (HarperPrism),
Breathe Deeply (White Wolf), and Pomegranates Full and Fine (White Wolf),
tie-in novels to White Wolf's World of Darkness role-playing games. He
can't remember when he started reading science fiction, but has been gaming
since high school (and, boy, is his dice arm tired!).